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A match is a recursive zero-sum game with three possible outcomes: player 1 wins, player 2 wins or there is a draw. Play proceeds by steps from state to state. In each state players play a "point game" and move to the next state according to transition probabilities jointly determined by their...
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We analyze a competitive research-oriented public program established in Spain, the Ramon yCajal Program, intended to offer contracts in public research centers to high-quality researchers.We study the effects of the Program on the ex-post scientific productivity of its recipients, relativeto...
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We analyze two well-known matching mechanisms—the Gale-Shapley, and the Top Trading Cycles (TTC) mechanisms—in the experimental lab in three different informational settings, and study the role of information in individual decision making. Our results suggest that—in line with the...
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In contexts in which players have no priors, we analyze a learning process based on ex-post regret as a guide to understand how to play games of incomplete information under private values. The conclusions depend on whether players interact within a fixed set (fixed matching) or they are...
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We consider the regret matching process with finite memory. For general games in normal form, it is shown that any recurrent class of the dynamics must be such that the action profiles that appear in it constitute a closed set under the “same or better reply” correspondence (CUSOBR set) that...
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